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								/*
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								Copyright (c) 2011 Ole Kniemeyer, MAXON, www.maxon.net
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								This software is provided 'as-is', without any express or implied warranty.
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								In no event will the authors be held liable for any damages arising from the use of this software.
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								Permission is granted to anyone to use this software for any purpose, 
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								including commercial applications, and to alter it and redistribute it freely, 
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								subject to the following restrictions:
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								1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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								2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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								3. This notice may not be removed or altered from any source distribution.
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								*/
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								#ifndef B3_CONVEX_HULL_COMPUTER_H
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								#define B3_CONVEX_HULL_COMPUTER_H
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								#include "Bullet3Common/b3Vector3.h"
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								#include "Bullet3Common/b3AlignedObjectArray.h"
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								/// Convex hull implementation based on Preparata and Hong
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								/// See http://code.google.com/p/bullet/issues/detail?id=275
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								/// Ole Kniemeyer, MAXON Computer GmbH
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								class b3ConvexHullComputer
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								{
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								private:
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									b3Scalar compute(const void* coords, bool doubleCoords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp);
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								public:
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									class Edge
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									{
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									private:
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										int next;
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										int reverse;
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										int targetVertex;
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										friend class b3ConvexHullComputer;
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									public:
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										int getSourceVertex() const
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										{
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											return (this + reverse)->targetVertex;
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										}
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										int getTargetVertex() const
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										{
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											return targetVertex;
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										}
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										const Edge* getNextEdgeOfVertex() const  // clockwise list of all edges of a vertex
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										{
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											return this + next;
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										}
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										const Edge* getNextEdgeOfFace() const  // counter-clockwise list of all edges of a face
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										{
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											return (this + reverse)->getNextEdgeOfVertex();
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										}
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										const Edge* getReverseEdge() const
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										{
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											return this + reverse;
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										}
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									};
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									// Vertices of the output hull
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									b3AlignedObjectArray<b3Vector3> vertices;
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									// Edges of the output hull
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									b3AlignedObjectArray<Edge> edges;
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									// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
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									b3AlignedObjectArray<int> faces;
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									/*
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										Compute convex hull of "count" vertices stored in "coords". "stride" is the difference in bytes
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										between the addresses of consecutive vertices. If "shrink" is positive, the convex hull is shrunken
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										by that amount (each face is moved by "shrink" length units towards the center along its normal).
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										If "shrinkClamp" is positive, "shrink" is clamped to not exceed "shrinkClamp * innerRadius", where "innerRadius"
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										is the minimum distance of a face to the center of the convex hull.
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										The returned value is the amount by which the hull has been shrunken. If it is negative, the amount was so large
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										that the resulting convex hull is empty.
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										The output convex hull can be found in the member variables "vertices", "edges", "faces".
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										*/
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									b3Scalar compute(const float* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
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									{
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										return compute(coords, false, stride, count, shrink, shrinkClamp);
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									}
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									// same as above, but double precision
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									b3Scalar compute(const double* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
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									{
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										return compute(coords, true, stride, count, shrink, shrinkClamp);
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									}
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								};
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								#endif  //B3_CONVEX_HULL_COMPUTER_H
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